Difference between revisions of "Load Screen"

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502 bytes added ,  09:35, 25 April 2011
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imported>JSweeney
(Adding fields from LoadScreen window)
imported>Ghastley
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When the game is loading new cells, a load screen is displayed. If the new cell does not have specific load screens associated with it, a random load screen is selected.
When the game is loading new cells, a load screen is displayed. If the new cell does not have specific load screens associated with it, a random load screen is selected.


To conditionalize a loading screen to appear with certain cells, open the Cell list by going to World, then Cells. When the Cells menu appears, you can drag any cell over to the Loading Screen. You can also conditionalize a loading screen to appear with a world space the same way.
To conditionalize a Load Screen to appear with certain cells, open the Cell list by going to World, then Cells. When the Cells menu appears, you can drag any cell over to the Loading Screen. You can also conditionalize a loading screen to appear with a world space the same way.


* '''ID:''' Unique identifier for the loading screen.
* '''ID:''' Unique identifier for the loading screen.
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* '''Loading Screen Text:''' The text that appears along with the background image.
* '''Loading Screen Text:''' The text that appears along with the background image.
* '''Loading Screen Image:''' Filename of .dds file to display as the background.
* '''Loading Screen Image:''' Filename of .dds file to display as the background.
Note that the form describes a combination of text and image. If you want the same image to appear with different text, or vice versa, you need to create additional forms with the other combinations.
The only condition that can be placed on a Load Screen is the cell(s) to which it is attached. If you do not want the screen to be seen before a particular quest stage, then the cell being entered should not be accessible before that (e.g. the door is locked requiring a key, or has not been enabled).




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